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320 Games
320 Reviews
Wolfiexe
For: if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver
For: if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver
Kakki is easily one of the best avoidances I've played, and definitely one of the most creative. From start to finish there's just a ridiculous amount of things going on, making a blind watch incredibly confusing as you try to piece together the ins and outs of each attack, but figuring it out and making progress feels incredibly rewarding.
The avoidance consists of 17 scenes (phases, of sorts) and the game tracks your deaths on each scene on the portal screen which is nice for those statistic-lovers out there. The avoidance relies on pattern quite heavily although it's never quite that simple. Patterns will alternate or change between a selection of a few, often tangled in with some very smart telegraphing to hint the player in the right direction. One of my personal favourites is scene 14, whereupon an image scrolls behind some cherry silhouettes to hint at the correct platform to take at the end of the scene, all whilst you're tackling some spooky and creative attacks in a race-against-time.
Each scene feels like its own unique mini-avoidance of sorts and yet they all flow together really smoothly, utilising infinite-jump being given and taken away to give the player a constantly changing sense of freedom. One minute you'll be dancing in-between some tight patterns in a small box in the middle of the screen, only to be getting shook back-and-forth in a box of water by some rambunctious anime rascals moments later. Then onto some mind-bending attack in scene 10 which serves as a big challenge of reading and reacting, only to go into a 5000 IQ game of memory a scene later which throws everything down the drain if you weren't paying attention.
The game also features a currency/score system, whereby as you play you accumulate points which can unlock bonuses such as cosmetics for The Kid, different versions of the avoidance song and even some sound effects! It adds another layer to the game to make it feel like there's a bit more to care about, and getting a high score multiplier by chance at the start of an attempt only adds to the nerves as you desperately try not to waste it.
In addition, each scene has a secret which serves little purpose other than to get you some bonus points and make you go OOOOHHHHH for a moment. I must admit, it was a nice morale boost after a series of bad attempts to see Rin pop up holding a giraffe accompanied by a chirpy celebratory shout. It's another addition that doesn't change a great deal but it's a really sweet addition that makes it all the more memorable. Oh, and it even saves a screenshot every time you get a secret if you want to look back on your collection. Fun stuff.
I did have some gripes in the avoidance but I could mostly only ever blame myself. The only segment which I felt was very unfair was the end of the fall in scene 10, where sometimes the cherries would glide straight into you and given that you have no jump nor can you affect your falling speed, it can give you an impossible scenario. It probably happened in the single digits by the time I cleared, but each time was very frustrating. It's a small dampener in an otherwise amazingly polished avoidance.
It speaks a lot that I can write this much for a game with just one avoidance and still feel like I'm not going into enough detail. Kakki is just an insane avoidance experience and will stand as one of my favourites for quite some time to come. Would strongly recommend if you want a big but very rewarding challenge. Great stuff!
The avoidance consists of 17 scenes (phases, of sorts) and the game tracks your deaths on each scene on the portal screen which is nice for those statistic-lovers out there. The avoidance relies on pattern quite heavily although it's never quite that simple. Patterns will alternate or change between a selection of a few, often tangled in with some very smart telegraphing to hint the player in the right direction. One of my personal favourites is scene 14, whereupon an image scrolls behind some cherry silhouettes to hint at the correct platform to take at the end of the scene, all whilst you're tackling some spooky and creative attacks in a race-against-time.
Each scene feels like its own unique mini-avoidance of sorts and yet they all flow together really smoothly, utilising infinite-jump being given and taken away to give the player a constantly changing sense of freedom. One minute you'll be dancing in-between some tight patterns in a small box in the middle of the screen, only to be getting shook back-and-forth in a box of water by some rambunctious anime rascals moments later. Then onto some mind-bending attack in scene 10 which serves as a big challenge of reading and reacting, only to go into a 5000 IQ game of memory a scene later which throws everything down the drain if you weren't paying attention.
The game also features a currency/score system, whereby as you play you accumulate points which can unlock bonuses such as cosmetics for The Kid, different versions of the avoidance song and even some sound effects! It adds another layer to the game to make it feel like there's a bit more to care about, and getting a high score multiplier by chance at the start of an attempt only adds to the nerves as you desperately try not to waste it.
In addition, each scene has a secret which serves little purpose other than to get you some bonus points and make you go OOOOHHHHH for a moment. I must admit, it was a nice morale boost after a series of bad attempts to see Rin pop up holding a giraffe accompanied by a chirpy celebratory shout. It's another addition that doesn't change a great deal but it's a really sweet addition that makes it all the more memorable. Oh, and it even saves a screenshot every time you get a secret if you want to look back on your collection. Fun stuff.
I did have some gripes in the avoidance but I could mostly only ever blame myself. The only segment which I felt was very unfair was the end of the fall in scene 10, where sometimes the cherries would glide straight into you and given that you have no jump nor can you affect your falling speed, it can give you an impossible scenario. It probably happened in the single digits by the time I cleared, but each time was very frustrating. It's a small dampener in an otherwise amazingly polished avoidance.
It speaks a lot that I can write this much for a game with just one avoidance and still feel like I'm not going into enough detail. Kakki is just an insane avoidance experience and will stand as one of my favourites for quite some time to come. Would strongly recommend if you want a big but very rewarding challenge. Great stuff!
Tagged as: Avoidance
Galaxy_Brain
[10] Likes
Rating: 10.0 100
Difficulty: 90 90
Dec 8, 2018
Wolfiexe
For: I Wanna Get Cultured 2
For: I Wanna Get Cultured 2
Comfortably one of the most padded-out and polished medley games out there, with a massive amount of content sure to keep you satisfied for many hours to come. Cultured 2 is an incredibly memorable and enjoyable game and a great take on the medley-genre.
Taking the 2 screens-per-game-pick format, each stage has a very sizeable number of screens with a wide variety in styles, ranging from your lovable needle picks such as Uhuhu Spike and SSR2 to some more gimmick-orientated screens like Reach Heaven or Hibachi. Nothing ever gets too unfamiliar, but you can expect it to stay interesting throughout all the stages. They're accompanied by a fun selection of bosses too, each made by a different maker which makes for some fun end-of-stage fights.
The game also features a huge amount of side content such as bonus challenges with extra picks from more unusual games, as well as a randomizer mode of sorts to add for some fun and wacky replayability, and most notably the Bifficult mode, which buffs all existing screens and adds a plethora of new content for those daring enough to aim for the "True End"-of sorts. It's a very fun and challenging ride.
With so much content, there's always gonna be a few things that stand out as less enjoyable but the bulk of the content overshadows any negatives that peek out. A small nitpick would be that boss 5 feels quite lengthy despite being fun to play, although it might be my mild PTSD speaking here. The guest stages also feel like quite a big bulk which maybe could've been slightly shorter or perhaps only requiring a certain amount to be completed to allow progress, although they're all creative and enjoyable in their own right.
Overall though C2 is a fantastic game and a solid favourite of mine. It feels like a nice celebration of a wide variety of games that deserve to be remembered and showcased, something which I feel medley games are all about and perhaps something that isn't focused on as much now.
[2] Likes
Taking the 2 screens-per-game-pick format, each stage has a very sizeable number of screens with a wide variety in styles, ranging from your lovable needle picks such as Uhuhu Spike and SSR2 to some more gimmick-orientated screens like Reach Heaven or Hibachi. Nothing ever gets too unfamiliar, but you can expect it to stay interesting throughout all the stages. They're accompanied by a fun selection of bosses too, each made by a different maker which makes for some fun end-of-stage fights.
The game also features a huge amount of side content such as bonus challenges with extra picks from more unusual games, as well as a randomizer mode of sorts to add for some fun and wacky replayability, and most notably the Bifficult mode, which buffs all existing screens and adds a plethora of new content for those daring enough to aim for the "True End"-of sorts. It's a very fun and challenging ride.
With so much content, there's always gonna be a few things that stand out as less enjoyable but the bulk of the content overshadows any negatives that peek out. A small nitpick would be that boss 5 feels quite lengthy despite being fun to play, although it might be my mild PTSD speaking here. The guest stages also feel like quite a big bulk which maybe could've been slightly shorter or perhaps only requiring a certain amount to be completed to allow progress, although they're all creative and enjoyable in their own right.
Overall though C2 is a fantastic game and a solid favourite of mine. It feels like a nice celebration of a wide variety of games that deserve to be remembered and showcased, something which I feel medley games are all about and perhaps something that isn't focused on as much now.
Rating: 9.7 97
Difficulty: 70 70
Dec 8, 2018
Wolfiexe
For: I Dun Wanna be Anything 2
For: I Dun Wanna be Anything 2
Dun Wanna Be Anything 2 is most likely one of the most grandiose fangames out there in terms of scope. It boasts a huge collection of stages and bosses, each with completely different themes both visually and mechanically and all interweaving into one-another to create a very cohesive world. Zanto has made a really impressive metroidvania that's sure to be a memorable adventure for any fangame player.
The game starts off with a relatively simple series of stages and slow introduction of gimmicks to ease the player in, before introducing a variety of paths and new gimmicks to keep the gameplay interesting and fresh all the way throughout this huge adventure. Naturally with any game with this much variety, there's a fair share of ups and downs although in my experience the positives far outweighed the negatives. Some personal highlights included the galaxy brain block puzzles which felt very cleverly designed, or the Dash Zone which made for some very challenge but intense platforming sequences. Cycle-based platforming is very common in this and Zanto has taken good care to ensure fast cycles are generally always possible, making it flow much smoother.
There's also a wide variety of bosses amongst the many stages. The majority of them are learn-based with an emphasis on pattern attacks compared to barrage, and for the most part they're pretty fun to get through. I only had an issue on a couple, such as the Flame Salamander (whatever it's called) which felt very instagibby and a little unintuitive with a very long intro, although thankfully it died quickly with usage of a certain item which alleviated the problem a great deal. There's undoubtedly some sore spots that can cause a bit of frustration, although the metroidvania elements allow you to explore elsewhere for powerups to ease the fight's difficulty that little bit more.
If you dive into this, expect a long and arduous journey full of heartbreak, whimsy and wonder, but one you won't soon forget. The amount of effort put into this game is staggering and despite the odd hiccup here or there, the end result is something pretty great.
Also GUTS!
[2] Likes
The game starts off with a relatively simple series of stages and slow introduction of gimmicks to ease the player in, before introducing a variety of paths and new gimmicks to keep the gameplay interesting and fresh all the way throughout this huge adventure. Naturally with any game with this much variety, there's a fair share of ups and downs although in my experience the positives far outweighed the negatives. Some personal highlights included the galaxy brain block puzzles which felt very cleverly designed, or the Dash Zone which made for some very challenge but intense platforming sequences. Cycle-based platforming is very common in this and Zanto has taken good care to ensure fast cycles are generally always possible, making it flow much smoother.
There's also a wide variety of bosses amongst the many stages. The majority of them are learn-based with an emphasis on pattern attacks compared to barrage, and for the most part they're pretty fun to get through. I only had an issue on a couple, such as the Flame Salamander (whatever it's called) which felt very instagibby and a little unintuitive with a very long intro, although thankfully it died quickly with usage of a certain item which alleviated the problem a great deal. There's undoubtedly some sore spots that can cause a bit of frustration, although the metroidvania elements allow you to explore elsewhere for powerups to ease the fight's difficulty that little bit more.
If you dive into this, expect a long and arduous journey full of heartbreak, whimsy and wonder, but one you won't soon forget. The amount of effort put into this game is staggering and despite the odd hiccup here or there, the end result is something pretty great.
Also GUTS!
Rating: 9.4 94
Difficulty: 75 75
Dec 8, 2018
Wolfiexe
For: I Wanna be the Zeus
For: I Wanna be the Zeus
A 2-screen needle game featuring a plethora of saves to guide you through the tricky challenges that await. A fair amount of jumps require some awkward heights and there are a couple required 1f's here and there, alongside some unpleasant squished diagonals to boot. Despite this, I'm weirdly a fan of this game. It's like the junk-food of needle to me, and just something I can boot-up and play to kill a few minutes (or a few hours back when I first played).
Not sure if I'd recommend, although I'd take a look at the screenshot and decide that for yourself.
[0] Likes
Not sure if I'd recommend, although I'd take a look at the screenshot and decide that for yourself.
Rating: 5.0 50
Difficulty: 65 65
Nov 13, 2018
Wolfiexe
For: Not Another Magic Tower Game
For: Not Another Magic Tower Game
Magic Tower is one of my favourite fangames from the staggering variety of enemy design (and boss designs for that matter), to the very unique way in which the game is structured It's a fangame not quite like any other, heavily inspired upon Tower of the Sorcerer in which keys must be managed efficiently to open the path forward without running into a softlock.
No doubt this is a deal-breaker for a lot of people and a guide is probably recommended to at least ensure your first playthrough is a clean one, although your experience will differ person-to-person. There's a number of enemies that can seem questionable or slight patches of design that feel a little out of place, although for me they add to the charm and wackiness of the tower that boasts such an interesting variety of content.
A truly unique fangame, and one of my absolute favourites. Would very much recommend.
[2] Likes
No doubt this is a deal-breaker for a lot of people and a guide is probably recommended to at least ensure your first playthrough is a clean one, although your experience will differ person-to-person. There's a number of enemies that can seem questionable or slight patches of design that feel a little out of place, although for me they add to the charm and wackiness of the tower that boasts such an interesting variety of content.
A truly unique fangame, and one of my absolute favourites. Would very much recommend.
Rating: 10.0 100
Difficulty: 80 80
Nov 13, 2018
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 76 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 112 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 98 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.8 | 7.6 | 18 |
Hydrohomies | 72.8 | 8.2 | 20 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.4 | 9.3 | 128 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
15 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the C/O/S/M/O | 88.0 | 9.2 |
I wanna kill the Guy | 50.0 | 9.5 |
I wanna make a Sandwich | 55.0 | 9.2 |
Not Another Needle Game | 65.0 | 9.7 |
I Wanna Uhuhu Spike 2 | 55.0 | 8.0 |
I wanna be the Farewell | 70.0 | 9.1 |
Not Another Magic Tower Game | 80.0 | 10.0 |
if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver | 90.0 | 10.0 |
I Wanna Get Cultured 2 | 70.0 | 9.7 |
I wanna be the Overlord | 55.0 | 9.8 |
I wanna be the Ocean Princess | 68.0 | 10.0 |
I wanna reach the Moon | 45.0 | 9.8 |
I Wanna Ponder | 80.0 | 10.0 |
Crimson Needle 3 | 91.0 | 10.0 |
I Wanna Eclipse | 60.0 | 9.5 |
107 Cleared Games